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Thanks to Yazor's viewer, we can now see the models of LBA1 from very close.

And I noticed in it that the rabbibunny models looked much more organic than what I thought, especially for the yellow one : he looks slightly like a mutant rabbibunny with a plate and a bottom armour, and some protections around the knees and stuff. But I'd have preferred it like a robot, 99% mechanical viewed from the outside. And seen the noise he makes while walking...
It changes all : wether that green color is metal, and is that way solid and articulated at the extremities, or it's skin, and in this case the articulations will be unvisible....hum....

The green and red clone have a really much more mechanical look, they'll be better with a robotic body.

Thanks. I was having trouble designing the red clones, but that has steered me in the right direction.
Will there be any side story of how the clones are made, and how it produced side effects like the mutants?

Not really, and as much as possible, whats unknowen in the game will be unknowen in the film.
However, because of the increased detail of the models, making ambiguous charecters is a lot harder.
We need to decide how organic/mechanic they are.
--
FP- Well, the movement is quite mechcanical no?
Why not have them robots with an organic skin (the green bit).
Maybe those green blobs at the cloning factory could have been their skin

My idea was to well show the differences between the 3 generations of clone : the yellow one would have a quite sharp body, with basic articulations and members.
The green clone would have improved knees/hip/shoulders articulations, and a smoother armour + more precise hands. And finally, the red one would have high-tech articulations, a really beautiful armor and very accurate hands. I modelled quite good models for lots of those body parts.

All that stood if the clones had a mechanical outside body.
But if they begin to have organic parts outside, like articulations and skin, it messes up all my stuff....and overall, making a biologic clone is more difficult than a mechanic one, so it isnt logical if the yellow clone is more organic than others (with an organic skin...cause the red and green one look really to have metallic skins)....and in this case it's also weird cause the older, more mechanical clones have quickier movements than the organic yellow one....

Wel I maybe have a kind of solutions....it must be visible that the green one is inside more mechanical than others (noise, transparency of the skin), that skin being just a cover that keeps elements together, makes easier the articulation, and stuff. Then, the next generations also have that skin, but are inside more organic, and have better protections over that skin.

It looks quite true when you look at the screenshots : the green one just seems to have bonus protections over the shoulders and leg tops, and the red one seems to be simply fully covered with those protections.

That version forces me to rebegin lots of my models, but matches more the game, by staying quite logical....

But if someone has a better theory about the degree of organicity in the clones, about how I could show their technological evolution, I'm taker.

Thing is, is that these textures don't really give in on how much organical body parts there are in the models. I always assumed that they were 100% robot, but since my belief isn't supreme (aaww man!) I'd say we can have some organical parts here and there. But be aware, we have to keep it, as Darkflame pointed out, close to the real game. Meaning, that if there is little evidence that these clones were organic, we should keep them more robotic, and anything that we DO NOT know, we keep unknown, instead of brainstorming. The only thing we had to make up so far was the air-raiders, but that was exception.

Indeed lightwing's right, we shouldn't start presuming things we dont know about in the game, however, I think it might be safe to think that the leftmost clone is the more organic of the three. We can also show their differences with the different skin textures, i.e specularity for the metal rabibunny etc.

FP- Argh, I remember my rabibunny models, still need to give you one, could you come on irc any time soon? :P

sLightwing - sorrry, but we cant make transparent the clones cause we dont know exactly how they are

My point in this thread was well to match the game as much as possible, else I would simply have continued the beautiful robotic leg I had begun
We've already quite discused that subject, and it appears that groboclones are a lot organic, rabbiclones and spheroclones are less but anyway have important parts of organic material.

I planned to let that organic part inside at the beginning, but when you look at the yellow rabbiclone, it appears obvious that all that green material is "mutant" skin, with the smooth form and the lights it has. So if we make it 99% robotic now, we wont really match the game.....

It's a choice to make : wether we keep it robotic as it looked from far above, or we decide that the clones have an organic skin and just armors over it.

Kaderoboy - if the leftmost one is the most organic, it's slightly against the logic of the technic evolution....

->Maybe we can suppose it's an artificial skin (a sort of plastic), that has been in the other clones replaced or covered by armors (the organic part would stay inside so), but I dunno how we could make a texture that looks artificial, like that...I havent a big experiences of the textures effects, if someone could make a test....thx

Kaderoboy - OK I'll go on #lba asap, but you should really try to use the mails/RMP FTP/ICQ and stuff, it's much more handy.

I think the green skin should be the only organic parts on any of them.
It does look organic, but the rest dosn't, and they move roboticaly too.
It dosn't actualy need to make too much logical sense, its not as if it all has to be "explained" the in the film.

Well, the thing is just it'd be excellent if we could feel the differneces of genreations between the clones. Even, maybe we could quickly see new generation clones in preparation, in the fortress !
With the doctors working on them

I say make all the rabbibunny clones robotic. There is really nothing in the games that lets us know they are organic. Sure, we can draw a lot of logical assumtions, but lets stick to what we have. The "green" part is simply plain texture. We do not know if the Adeline team picked that particular green to symbolize organic material. I think its just a coincidence.

I'm pretty sure that the clones are a little organic. Otherwise they would be called robots. This, in my opinion, is the order of how organic they are, starting with the most organic:
Grobos, Quetches, Rabibunnies, Spheros.

Whoups soory I didnt remember about those soldiers.....well, yeah, they're maybe partially robotic, but only a little (metallic voice....), cause they're really smooth and organic. Those must be mechanical improvements/bonuses on normal quetchs rather than real clones.

We do not know anything about the soldiers (wheather they are even quetches). I strongly suggest that in the movie they are displayed the same way as they are in the game, with their identity always conceiled. I KNOW that as a movie you probably think it might be stupid and unrealistic, but, we are after all, trying to recreate the Relentless feeling. We do not even know how these soldiers' faces look like. Besides, all we have to do is get the right angle to avoid revealing their identification. And perhaps their faces can be blocked with riffles when they fire. Or something. Think of something creative.

Im 99.999% sure the soldiers are just ordinary quentchs that have been brainwashed by funfrocks properganda.
They piss, they sleep, and they look totaly organic.
In my mind this more then makes up for a slight robotic voice (btw is it robotic in all langerages?)

They could be organic clones, of course, but funfrock dosn't seem too be good enough at that. (failed Twinsen attempt remember?)
Besides, organic clones wouldn't explain the robotic voice either.
I think they just have freakish voices normaly

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And perhaps their faces can be blocked with riffles when they fire. Or something. Think of something creative.

Once, that might look ok, but thoughout the movie it would just look increably stupid.
How many co-incidences and silly angles of shadows would we need to hide every single one?
The soldiers are extreamly common in the game, you cant really make something thats common misterious.
I agree in preciple, that what should be hidden or unknowen in the game should also be in the film.
But in some cases (normaly thanks to a lower, more dianamic cameras), we have to decided what we dont know.

How about making their faces camaflauged? And perhaps as Kaderoboy mentioned, partially covered by shodowed layers. Yes, that will still reveal portions of their faces, but if we can maintain a certain level of "censorship" AND make it beliavable (not cheesy looking) we should come pretty close with the game.